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Two-Weapon Fighting

  • casting time Bonus action
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When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn.

That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.

For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

Any

Assassinate

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Starting at 3rd level, you are at your deadliest when you get the drop on your enemies.

You have advantage on attack rolls against any creature that hasn’t taken a turn in the com bat yet.

In addition, any hit you score against a creature that is surprised is a critical hit.

Rogue Assassin

Evasion

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Beginning at 7th level, you can nimbly dodge out of the way o f certain area effects, such as a red dragon’s fiery breath or an ice storm spell.

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Rogue

Uncanny dodge

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Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s dam age against you.

Rogue

Cunning action

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Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Rogue

Halfling treats

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LUCKY

When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

BRAVE

You have advantage on saving throws against
being frightened.

Halfling

Sneak attack

  • casting time Damage roll
  • range

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  • duration Once per turn

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll.

The attack must use a finesse or ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet o f it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Every 2 Rogue levels, damage increases by 1d6.

1st and 2nd - 1d6 damage
3rd and 4th - 2d6 damage
5th and 6th - 3d6 damage...

Rogue

Thieves' Cant

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During your rogue training you learned thieves’ cant, a secret m ix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.

Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safehouse for thieves on the run.

Rogue

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